PvP Systems: FFA vs Faction

March 26, 2010

Coppertopper previously asked my opinion on FFA PvP versus set faction PvP, and today seems like a good day to throw out my opinions on the topic and also see what everyone else thinks. Examples of FFA PvP include Ultima Online, Asheron’s Call – Darktide, Shadowbane, EVE Online, and DarkFall, among others. Examples of set faction PvP include Dark Age of Camelot, World of Warcraft, Aion, and Warhammer Online, among others.

Let’s start with the strengths of each setup. In a set faction system, you are assigned to a side and hence immediately start the game with pre-defined enemies and friends. This means you can get right into the PvP action without having to solo or find a guild. WAR is the best example of this strength, as right at level one you can queue up for a scenario and play as part of a team. Balance is also generally easier to achieve in a set faction system since the developers know exactly which races/classes are going to be facing each other. Lore is easier to design as you have clearly defined enemies and allies, and the story can progress as the devs see fit.

A FFA PvP system on the other hand gives much of the control over to the players, from determining enemies and allies to how guilds choose to define themselves (mercs, RP, specific race/class/focus). Politics become a huge factor, as your enemies one day might be your allies the next, or vice versa. In games like EVE or DF territory control is important due to its relationship to valuable resources, and this opens up economic PvP. Finally the ‘bad apples’ can be placed on Kill on Sight (KoS) lists, giving the player community some additional control/tools.

I stated to Coppertopper that I prefer the FFA PvP setup, but really it comes down to how you design your game. For instance, I don’t think DAoC would have been a better game had it been FFA PvP from the ground up, while at the same time I think a game like WAR is hurt by its strict two-sided conflict. I also really enjoy the political aspect of a FFA system, but again this comes down to how involved you are with an MMO. I would say most casual players don’t keep up with politics, and so that entire side is a non-factor for them. If anything, a simplified “who do we fight” system is better/easier for them to jump in and get to some fighting. Fighting also tends to be more frequent in a set faction system, at least when comparing games like DF/EVE to DAoC/WAR, although the style of PvP is certainly not the only factor to consider when asking why.

MMO history has also shown the set faction games generally fare better than FFA PvP games in terms of popularity. I think a large part of that has to due with the more streamlined approach a set faction system allows, and also because a FFA system is more difficult to predict. A quick look at Shadowbane’s history will show that the FFA setup largely contributed to the games failure, as the winning side would be so dominant as to literally kill a server. On the other hand EVE and its one server has yet to see complete domination, despite the efforts of many, and while DF started with a few large alliances dominating, today on the NA server the world is split into many smaller alliances, each with its own political connections and history, and many ‘little guy’ clans are able to claim property and carve our a space for themselves.


Lum the Director

March 19, 2010

More embarrassing: How your in-game Aion character sounds, or the company behind the game producing this? That video actually encouraged me to buy Aion gold… sorry keno, or khino, or kihnananaan. Whatever…

I’d love to have been in the meeting where not only someone proposed making that video, but then someone else thought about it, and came to the conclusion that yes, this would be a good use of resources and will definitely, definitely slow keno sales. This being Friday, I’m going to say that it was Lum’s idea. Good job!

(Glad you are back to blogging though, and it only took Derek Smart talking again to do it!)


What is Realm Pride?

January 8, 2010

In the land of MMO PvP setups, we know for sure that one style, freeform PvP, works. We also know that another style, pre-set PvP, has worked, but has also has a history of failure. The one major example of pre-set PvP success is Dark Age of Camelot, and many point towards ‘realm pride’ as a major reason for its success.

Before I get into the idea of realm pride, let’s first define the two styles a bit just to set some ground work. Freeform PvP is basically what Ultima Online, Asheron’s Call-DarkTide, ShadowBane, EVE, and DarkFall had/have going. It allows basically anyone to team with or against anyone regardless of any pre-set conditions (race/class/faction/etc), meaning you have countless ‘sides’ of various sizes. Population control is largely left in the hands of the players, and managing a huge empire of players is viewed as a highly prized ‘skill’ itself. This style is certainly not problem-free, but the system overall ‘works’ if everything else lines up. Shadowbane for instance did not fail because of its PvP setup, and games like EVE and DarkFall are better games thanks to the fact that sides are not pre-set.

A pre-set system is one where the sides are ‘pre-set’ by the developers, be it two sided (World of Warcraft, Warhammer Online, Aion) or three sides like in Dark Age of Camelot. (Nothing comes to mind above three). The idea is to start everyone on a team, avoiding the troubling of joining a clan/alliance before having friends to fight with. The very well known problem is always population balance, as one side being more popular than another creates serious and difficult-to-fix issues. This problem is of course magnified if you only have two sides, as you only have one option for an opponent and you fight the same population imbalance at all times. You can’t ‘team up’ on the popular side, or have a side battle between two smaller sides. Once the overpopulated side wins a few encounters, the under populated side begins to lose moral and down the spiral you go.

So what lead to DAoC players feeling a sense of realm pride, or more importantly today, what ingredients might you need to replicate that and pull off a successful pre-set PvP MMO?

DAoC had the success it had because first and foremost, it was a very good game. Interesting classes, good (not perfect) combat mechanics, and a solid engine to run it all, DAoC had the basics and not-so-basics of an all-around good MMO game. Remove even a bit of that and all that realm pride stuff flies out the window fast.

Beyond just being a good game though, DAoC featured a war with three pre-set sides unlike the failed PvP in MMOs such as WoW, WAR, and Aion (soon on that one anyway, and no, an easily exploited NPC side does not count). At least with three sides, you bring in some diversity to any engagement, and population imbalances can in part be ‘corrected’ by the players when two sides team up on one, directly or indirectly. Moral is also not crushed after a defeat since the next battle might be a different combination of friends/enemies. Even the ‘little guy’ has a chance to win battles if they time their entry correctly, or strike when the two other sides are already pre-occupied. Point being, everyone has options, and as long as you have options, you have a chance.

So when exactly does realm pride start to factor into all of this, and how important was it in regards to DAoC’s success? IMO realm pride was the natural progression of players who were playing a game that ‘worked’, rather than some magic formula or feature that Mythic created and then failed to replicate with WAR. The idea of realm pride naturally builds when you are invested in anything that is going well, is enjoyable, or is worth caring about. Players in successful EVE alliances have ‘realm pride’ for their alliance, just like DF players have ‘realm pride’ regarding their clan. The reason realm pride never took off in WoW or WAR is not because some ‘special sauce’ was missing from those games, but just the general fact that neither game had great PvP to begin with, and so those players never felt heavily invested.

With WAR in particular, Mythic missed the boat on replicating DAoC realm pride because they did not deliver a game that was good enough to get heavily invested in. The RvR in WAR was not good enough to log in and care how your side was doing, or how it did the day before. You can point to the fact that Relics in DAoC meant a lot more than capital city stars in WAR to those playing, or that keeps in DAoC seemed to attract more fevered offense/defense than in WAR, but realm pride (or lack of it) is not the direct answer to ‘why’ that is/was.

It’s tough to say whether a third side in WAR would have outright saved the game and allowed it to keep more of its initial player base, or to at least stop it’s bleeding once the tourists moved on, but would anyone argue that a third side would be anything BUT an improvement? The question that is sadly likely never to be answered is just how far away was WAR from being a great game? In many ways it was far superior to DAoC, yet when it came down to what mattered most, a prolonged interest in RvR, it failed. How many people would still be playing if instead of going down to two sides, Mythic had gone UP to four, or even six sides? Would the topic of why WAR players never felt a sense of realm pride even be an issue then, or would many of us instead be talking about the underhanded move the Dark Elves just pulled off when the Dwarves and High Elves were fighting over a capital city?

In short, creating ‘realm pride’ is not a magic fix or feature that can save a pre-set PvP MMO. It is a reflection that what you have created ‘works’ for those playing, that they care enough about what you are offering to go above and beyond their normal routines and to get more involved. When you’re players start to genuinely care about what happens, you know you have them hooked for months to come.


2009 predictions: BINGO! (not exactly)

December 30, 2009

Can you believe I had trouble finding my 2009 predictions post. I know, how hard is it to find a post titled “2009 Predictions” on my own blog, but um, it took a lot longer than I care to admit. I blame not tagging it with the “Site Update” tag, now fixed. Personal stupidity in the clear, we move on…

Actually not really, we just move on to a different form of stupidity, that being my 2009 predictions. They are… not exactly as on-target as I would have liked them to be. To the fail list!

WoW: All players will burn through WotLK faster than they did TBC, increasing the churn rate. WoW will launch in new areas of the world and count those players towards its own overall sub number (despite more than half of those not being full-paid subs), which counters the effects of the above and WoW retains its 11 million ’subs’. The new raid content will be beaten the day it is released live by top guilds, but it will be considered tuned ‘correctly’ despite the churn. More daily grinds in 09.

I think the burn/churn part was/is correct, as WotLK shipped with a very limited and easy endgame, and updates have been traditionally slow to come. By the looks of things everyone is waiting for Cataclysm to really shake things up, although the now-fixed LFG is allowing the antisocial crowd to see some ‘new’ instances. The biggest thing I missed is WoW being banned in China, which has actually cut 6 million or so gamers out, rather then the predicted “new territory” opening to keep numbers stable. 2009 being a ‘failed’ year in terms of AAA titles also helped maintain WoW sub numbers IMO. “More daily grinds in 09″ is a great line by me though, good job self.

WAR: Mythic steals CCP’s stackless I/O tech and Fortress sieges without lag become a reality. The Choppa and Slayer classes are added, and the game overall is ‘fixed’, with balance becoming the never-ending debate. Keeps gain the functionality they have in DAoC, along with some new features. WAR continues as the #2 sub MMO in the US/EU.

Oops. So not only is WAR not the current #2 MMO, it’s actually one step away from the grave, and EA is very NCSoft-like in killing underperforming titles (AC2, Sims Online). The big thing of course is that WAR is, by all accounts, still not ‘fixed’. That requires a third+ faction, and with it’s budget/staff cut, I wonder if that will ever happen. More than anything I’m disappointed in myself for not spotting this design error sooner, or perhaps believing that Mythic would be able to pull off a set two-sided conflict. I still hope Mythic can turn WAR around, as I’d love to play it as a casual PvP game to jump into and enjoy for a few hours a week. The game overall is not nearly as bad as some make it out to be, but when your entire endgame is marred by such a huge blunder, it’s impossible to ignore.

LoTRO: Replaces EQ2 as the ‘other’ fantasy PvE game in town, and continues to improve monthly. The overall effects of MoM are seen as a huge long-term positive for the game, and take its focus in that direction, with more legendary items and complex classes. The bread and butter book quests continue to be the best PvE in MMOs.

A bit off here as well. While LotRO is currently bigger (in terms of subs) than EQ2, it’s not enjoyed as successful a year as it did in 2008. The pace and quality of updates has slowed, MoM had/has some issues (and I’m not sure it’s long-term additions are positive), and currently LotRO has nothing that screams “come back!” to me, which back then I was almost positive would happen.

SOE and EQ2: Not much will change for EQ2, as 2009 will being ‘more of the same’, which will be embraced by the core players. Thanks to Station Access it will remain a nice option, yet it will concede more players as the engine continues to get more dated. FreeRealms will launch, and no one above the age of ten will notice. It certainly won’t be the MMO jesus SOE is praying it will be, but rather will become another free-to-play cartoon. The Agency will flop, as MMO players will reject the FPS-lite gameplay.

I think I got the EQ2 part right (anyone playing care to confirm?), and certainly FR is not the barn burner some predicted (when is the last time they released one of those enlightening ‘120 billion characters created’ PR pieces?). The Agency is still MIA, and news (at least in the sources I check) has been non-existent about it. Is anyone still looking forward to this game?

AoC: Closed before we see 2010.

Yup, wrong again. The most surprising part about AoC is not that it’s still alive, but that it’s still alive despite not being fixed (again, at least according to the sites I visit). I think the general down year that was 2009 actually saved AoC, as those playing it really did not have anything major to pull them away.

EVE: Continues to grow, with avatars in stations bringing in many new players. Most leave once they fly out to low-sec and get podded. EVE continues to be the one MMO that defies all of the ‘WoW or bust’ logic, and gives hope to anyone looking for a different and yet successful MMO.

If you want easy prediction points, predict EVE will continue to grow. Still waiting on those avatars though. If we attribute the business models behind Fallen Earth and DarkFall to EVE, the last part of that prediction also works.

Free-to-play MMOs: They continue to be pumped out at dime-a-dozen rates, each a bit more anime than the last. Without a AAA representative, they remain in the same spot as they have been in 2008, an MMO afterthought or ‘niche’. The few gems in the crowd have difficulty finding an audience due to the overall perception of free-to-play games.

While the perception may be slowly shifting, F2P is still without a AAA representative, and instead has become the ‘fall back’ plan for failed sub games, most notably DDO. I think I got the ‘gems in the crowd’ part right, as we still see piles of F2P games released and sifting through them is a difficult and time-consuming process. Oddly enough the successful niche titles of 2009 (Fallen Earth and DarkFall) have gone with the subscription model, although W101 is a hit F2P game.

RMT: Again as in 2008, RMT is kept to buying ponies or cute dresses, though all games in the MMO graveyard (Station Access) gain some form of RMT. At least one major MMO will make a legitimate push into full-on RMT, giving us the NGE of 2009.

The pet store in WoW was not even close to NGE, but it did ruffle some feathers, and overall more games added RMT-like ‘features’. This is still an area the genre is trying to figure out, as we have seen titles offer too much (FR) and get burned, while others (DDO) seem to be offering ‘just enough’ to satisfy. Certainly one of the trickier balancing acts in the business today.

So overall I was a lot more wrong than right, and things did not play out like I expected them to. It’s been somewhat of a strange year in the MMO genre. On the one hand, unless you are currently enjoying FE or DF, you can easily view 2009 as a down year for the genre in terms of new games. Older titles got some nice updates and continued to do what they do, yet nothing earth-shattering really happened in those games either.

The difficult part for me is separating my opinion of the year with what overall happened. For me personally 2009 was a great year, but that’s solely based on DarkFall delivering far beyond my expectations and being a consistent source of entertainment for basically the whole year. That I don’t see this greatly changing in 2010 is also something to really look forward to. I’m also very happy to see Fallen Earth doing well and bringing some new ideas and formulas to the MMO table; it’s always good to see someone rewarded for NOT cloning EQ1. If either title inspires more creativity to actually be released, then 2009 was a good year.

I should have my fail-tastic 2010 predictions up tomorrow.


300k subscriptions to fail, 50k to profit.

December 22, 2009

Much like Tobold’s knowledge of MMO blogging history (Lum invented it, if you did not know…), his understanding of business success also seems to be a little off. Actually I’m going to go out and say the above-linked post is just a troll attempt to drum up traffic and get him more Blizzard freebies, because I believe Tobold is a lot smarter than that post would indicate, but sometimes its fun to play along and feed the trolls. Plus it seems Tobold is not the only one confused on this subject, so in the spirit of giving, here goes.

If one MMO has 300k subs, and the other has 50k, which one is more successful? If you answered anything but “that depends”, you are Tobold.

Because if that 300k MMO cost 50 million to produce, and the 50k one cost 5 million, guess who is going to get in the black sooner? If that 300k MMO need 500k subs to just break even based on all associated costs, while the 50k one needs 40k, guess who is profitable? If that 300k MMO spent 10 million on advertising to boost initial sales, and the 50k MMO spent nothing, who again needs to sell a lot more copies just to break even? If that 300k MMO is losing 5000 players a month, and the 50k MMO is growing at a rate of 10% month-to-month, guess which one is going to have a server shut-down party and an employee meeting in the parking lot? And finally, if you are an MMO dev, which title would you rather be associated with; the expensive failure or the small success story?

Numbers aside, it would be wise of Tobold (and anyone else in that camp) to research EVE’s history of growth, and compare it to the rest of the MMO genre during that time. I’d also look at the number of MMOs growing after 5+ years, because the list is rather short. Actually, the list of MMOs that continued to grow after just one year is rather short itself, although come February it will have another name added to the list, one that both Tobold and Lum wish would go away.


Failure post is fail

December 21, 2009

This post by Lum is a little funny. Funny given the source, and funny given the ideas within. It’s also funny because in parts it’s more or less a time capsule of, oh, 5-10 years ago? I won’t bore you with all the details between Lum and DF, but let’s lay out some facts before we move on, shall we?

  • Number of MMOs Lum has launched in the last 5 years: zero.
  • Number of MMOs Tasos has launched in the last 5 years: one.
  • Current game Lum is working on (chasing bots): Aion
  • Current game Tasos is working on (not chasing bots): DarkFall.
  • Current MMO growing in the US/EU since launch: DarkFall.
  • Current MMO bleeding out in the US/EU since launch: Aion.

Amusing that Lum lumps SB, Fury, and DF together as one example in the post. Cute, but not exactly correct.

Fury was indeed a shitshow failure, but its PvP base was the least of its troubles. I would start with “The game failed to actually be playable” as my first item to address. I would then address “when playable, Fury was not remotely fun, for anyone, ever”. After that and perhaps another hundred or so issues, I’d start to think about PvP-related problems. I’d also stop calling a terribad medieval Counter-Strike clone an MMO, but that really does not matter at this point, does it?

ShadowBane had the problem of launching in a state that well, also made the game unplayable. SB.exe is a joke, but it’s really not. It’s more like dark humor, because sadly it’s true. That SB in any form was able to survive and last as long as it did is actually a tribute to its open-ended PvP base, considering once it failed at launch its financing was cut and development basically stopped. How many other forms of MMO content could survive YEARS without any meaningful updates?

And finally of course we have DarkFall, which Lum puts in the group above despite the fact that, you know, DF is growing, making money, and rapidly improving. Lum cites EVE in another example, so maybe he got his groupings mixed up?

Lum also mentions message boards and how they should be avoided at all costs by the developers. While 99% of ANY message board is at best garbage, in that 1% you CAN find some value. Consider this: if you were a teenager when Ultima Online launched, you are now in your late twenties or early thirties, hopefully educated and employed, and overall not a 13yr old basement dwelling degenerate yelling at your mom for another hotpocket. If you are the above-described gamer, you’re likely an Aion player anyway, since kids that age enjoy being an emo fairy.

Given that some of today’s MMO players have more MMO experience than some of the devs making the games, it’s not exactly out of the question that they might have an idea or two worth considering. Add in that we are talking about a genre that is still in its infancy, one that (unless you are making an EQ-clone) is still tossing out radically new ideas that may be sliced bread+1 or the next NGE, and you can’t exactly be an SME in MMO design. I mean Richard Garriott might count, but that expertise gave us Tabula Rasa, and then RG flew off to outer space.

And as Lum accurately puts it, given that a PvP-based MMO is more likely to attract the dedicated MMO player, that’s not the worst user-group to get feedback from. I’d safely say the Hello Kitty Online devs can avoid their suggestion forum however.

Looking over DF’s brief history, it would only take a little searching to see that many of the games positive changes (GC on spells, whirlwind) originated on the forums. Again, you don’t take everything written as gospel and write code based only on that, but to assume you can’t get any value out of such a dedicated and in-touch group is ridiculous. Add in the knowledge that had DF failed, those looking for a PvP MMO would either have to return to EVE or, god help us, play an emo fairy, and it’s not hard to see why those who truly are trying to help the game along are willing to put aside personal gain to improve things overall (players with high-end magic asking for magic nerfs, those who favor mounted combat explaining why it needs to be adjusted, etc).

Luckily for DF fans Aventurine does not share Lum’s stance on all of this, and so far DF is a better game for it. Good luck chasing those bots though, give em hell!

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)


Passing MMO judgment

December 1, 2009

I few days ago a wrote a post about why I believe Warhammer Online failed to live up to it’s potential/hype, and Tobold took the following line and ran (out of context) with it:

Because unless you are a believer in the Eurogamer method of MMO evaluation, for most players a month or less is not enough time to fully evaluate a game, especially an MMO, and especially in it’s first month of release.

What he read from that line is that you must play a game X hours before you can determine if you like a game or not, which is of course silly. Obligatory Eurogamer shot aside, the point of the above is that real MMO fans should know more or less what to expect in the first month of any MMO, and given that baseline, certain reasons for leaving a game in month one just don’t apply IMO.

For starters, anyone who has experienced an MMO from the start knows that a games worst day from a tech/coding perspective is always day one. There is a very good reason the first month of any MMO is when you will see the most hotfixes and last-minute patches. It’s also the reason many MMO gamers today apply a mandatory 3-6 month waiting period to avoid just these issues. For everyone else, you make the conscious trade of polish and functionality for the rush that is a new MMO, regardless of who makes the MMO (Yes, Blizzards next MMO will also have issues in it’s first month, just like WoW did, the least of which will be massive server queues/outages in the first week/month, and you will see Blizzard apply hotfixes and patches at a pace not seen since 2004). The amount and scale of the issues will vary from title to title, but the fact remains the first month of any MMO is always a give and take between excitement and frustration. Anyone who leaves an MMO in the first month because of a server queue should not be considered an MMO gamer, and hence falls into the 60% “you don’t count” crowd. Thanks for your $50, enjoy your Xbox. (Not that this is an absolute, obviously if a title is released and has CTD or BSOD issues every 5 minutes for a month, then yea, you can stop trying to play it. But if the mailbox is a little laggy? Welcome to the MMO genre.)

And before someone brings up “You are competing with WoW today, not 2004 WoW”, please don’t. If a game is going directly at WoW, like RoM, then that might apply, and a game like RoM has to do something (F2P in this case) to separate itself. But does anyone really compare Fallen Earth to 2009 WoW in terms of UI polish, engine performance, or total amount of content? If you do, you’re Xbox misses you, or you should have just stayed with WoW in the first place (but I’m sure the FE devs don’t mind your $50, and the players appreciate you funding future content for them). For everyone else, you go into it knowing that while some aspects won’t be comparable to any MMO that has been out and patched for years, you know that the selling points of FE outweigh a fancy (and in WoW’s case, player made) UI or a list of 100 instances. WoW can’t compete with FE in terms of its setting and survival-style atmosphere, and if that matches up with you, fancy UI be damned.

Moving past tech/code issues, you have the fact that for any game doing something actually new, the first month is when those new systems/ideas are really put to the test. Something that works perfectly with 100 or 1000 people in a certain environment (beta) might not work as planned with 100,000 players, or might show flaws when player mentality changes and things start to ‘count’. The more your MMO is actually about being massive and multiplayer, the harder it becomes to predict player behavior on a large scale.

WAR is the perfect example of this in terms of its RvR lakes and PQs. In beta players populated them ‘just because’, and played for fun (silly notion that is), but once things started to count, they went empty and it was time to chain-queue scenarios. If you quit WAR because you found scenario chain-queueing boring (while subjecting yourself to it…), welcome to the 60%. (This should not be confused with Mythic’s inability to correctly remedy the Scenario/RvR/PQ problem quickly/ever. If you quit because 6 months later RvR still had issues, that’s a little different.)

The final point I want to make related to all this is about judging games in general. Readers here know I don’t find Aion appealing in any way, and actually wish death on the game for various reasons. I’ve also never played release NA Aion, so how dare I judge it, right?

Aion’s top selling point is that it looks pretty, and I can get that from a quick tour and screenshots/videos, plus I don’t find anime-lite a particularly enjoyable art style. I also know, based on its heritage and some quick research, that Aion is a massive PvE grind followed by a massive ‘PvP’ (PvE still, but shhh) grind. Then there is the fact that it’s end-game is doomed by design (fixed two-sided PvP with an exploitable PvE faction used to progress in PvP), so even if you remove all the other issues, that won’t change short of a real third side being added (the long-lost hope for saving WAR ironically).

The point is, after you’ve seen an MMO or ten, you don’t need to play one to get a good (but not perfect, as surprises happen) idea of what a certain title is trying to offer overall. Sure I can’t speak about the specifics of dungeon X in Aion as it compares to instance Y in WotLK, but let me know when my overall assumptions are completely wrong about either game and we can talk. Fairy wings don’t fix a broken endgame and an unappealing gaming style, just like a Deathknight and ten more levels of solo PvE don’t fix WoW getting easier and cheesier since 2004.

Amusing among all of this is that I almost skipped DarkFall because I know the general trend for overly-ambitious MMOs (especially PvP ones) is that they don’t work at launch/ever (sb.exe, Fury, current MO). It was only after Tobold reported that it was technically solid that I became interested, and obviously I’ve been impressed and very happy ever since. The day I read that Aion is no longer a soulless PvE grind and that it’s true multi-faceted end-game PvP is actually fun and again not a grind, perhaps I’ll take the free trial for a spin (assuming NCSoft has not AA/TR’d the game). And hell, if I read that Cataclysm has brought WoW back to 2004 in terms of challenge/design/focus, I might just have to dust off my orc warrior.

But don’t be surprised when come Cataclysm, I won’t be overly impressed with Blizzard recycling one raid instance and latching on another ‘grind to cap for one item’ tradeskill, even though I won’t be personally grinding out that tradeskill myself (odds are good I’ve already completed the one recycled raid in its intended form though).


Mark Jacobs should have listened to his own blog.

November 27, 2009

File this one under “Dark Humor”, but Mark Jacob’s (former Warhammer Online lead designer) now-dead blog was called “Online Games Are a Niche Market”, a title that at the time was used as a joke because Mark believed MMOs had ‘made it’ and were mainstream because of WoW. What Mark has now learned, and at some point people like Tobold will realize, is that the MMO genre IS a niche genre, and taking one pop sensation and trying to pretend that’s the actual market size is well… a good way to merge servers after a few months and a quick way to get fired.

Which is not to say that as a niche the genre can’t be hugely profitable, just ask CCP or Turbine. What’s not profitable is looking at one outlier and thinking your great idea is enough to draw that population in, a population that NO MATTER WHAT is not interested. They do a good job of pretending to be interested, sure, but the sooner you realize they are not, the better (for your game and your job security).

Sadly games like WAR, Aion, and soon enough SW:TOR don’t seem to understand this, and the aftermath can/will be brutal. The one big question I have is; does Blizzard understand this? Is their next MMO aiming to replicate the EVE model of slow but steady growth over 5+ years through superior MMO design, or will they go even further than WoW has and remove even more of what makes an MMO an MMO to appeal to the far larger but fickle non-MMO gamer segment? Are they prepping Blizzard’s take on sandbox MMO design, or a highly polished Mafia Wars?


What caused Warhammer Online to fail?

November 26, 2009

Today Tobold is asking why Warhammer Online failed to live up to it’s mega-title expectations (expectations that I was grossly wrong about as well), give readers either the choice that WotLK killed it (tourists) or that WAR was just a bad game. While the obvious answer is “both”, it’s still interesting to break down exactly what happened here.

Lets assume WAR sold 1m boxes total (it’s a little higher than that, but 1m is a nice round number). (Oh and before someone mentions Paul Barnet, his job was to hype WAR, and WAR sold over 1m boxes. He did his job, and did it well, no matter how much you might hate him) Of that 1m, I’d say 600k (60%) were WoW tourists, who no matter how good WAR was were going back for WotLK. Because unless you are a believer in the Eurogamer method of MMO evaluation, for most players a month or less is not enough time to fully evaluate a game, especially an MMO, and especially in it’s first month of release. But whatever the reason, that 60% does not count, because no matter what your game is or how good it is, they are going to leave in the first month. Accept their one-time payment of $50 and forget about them.

The problem for WAR is that, even after we forget the tourists, you still have 400k or so customers who are interested in what you offer, and 400k is more than enough subs to keep even a AAA title profitable and happy. But WAR does not have 400k, or 300k, or probably even 200k subs today, and the WotLK/tourist effect has long since passed. WAR lost a significant portion of it’s remaining 400k because, quite simply, it’s a flawed game. It’s not an outright ‘bad’ game, because many of it’s systems and overall engine are very good, but none of that matters when at the end of the game you have the utter disaster that is T4 sitting and waiting for you. That end-game RvR is a disaster is told to us by Mythic loud and clear, as every major patch is another attempt to fix it, and as every patch passes, T4 remains worthless. And sadly, at this point, with all the budget/workforce cuts, it’s unlikely WAR will get the resources to get it right. It really is sad too, because I fully believe if Mythic had fixed T4 (and it was possible), WAR would have rebounded and would have established itself as a solid choice for MMO casuals looking for some friendly RvR.

Back to the original question, as applied to any upcoming releases (or most recently Aion), you can easily write off 60% of whatever your initial sales are for any MMO due to the pop sensation that is the Mr. T grenade of WoW. The worst thing any developer can do is try and retain that 60% by modifying their game, because most likely whatever change you make to please the tourists is going to piss of your core base, and the tourist will leave regardless.

Once the first month is over and the tourists have moved on, whether you retain the remaining 40% is indeed up to your game. We are seeing with Aion that, like WAR, it’s issues are driving players away in bulk (which is even more comical given that most of whose who leave never experienced the real flaw that is the end-game RvR), while titles like Fallen Earth and DarkFall are stabilizing and slowly growing after experiencing their own (but much smaller) cases of tourism.

The tourist population makes evaluating success in the current MMO space more difficult initially, because at first glance 60% of your customers leaving in the first month does seem drastic. But if you ignore and forget them, and instead focus on the group that is ultimately going to matter, the picture gets a little clearer (plus you get a nice one-time funding bonus). Regardless of market conditions or trends, good MMOs will prosper and bad ones will struggle, you just might not be able to identify who is who in the first month.


Life Evolution in the sandbox

November 24, 2009

Pacing and gameplay evolution are very important and at times overlooked factors in any MMO. The actions and motivations of a day one player are very different than those of a two year veteran, and good game design takes that into consideration. What can be enjoyable in the first month might very well be considered a ‘grind’ one year in, and something that might cause confusion after a few weeks could be a key feature keeping someone around month after month.

Themeparks get off easy in this regard because the developer is always in control of the rope pulling you forward, and they decide what is available to you day one, day one hundred, and ultimately on your last day. On the other hand a sandbox by design does not have such a rope, but rather multiple points-of-interest that server to motivate and influence, but never force, player behavior.

DarkFall has not always had the smoothest progression path, and while improved today it still has a ways to go before it’s fully there. Beyond the differences in control and UI, I believe the initial pacing of the game is currently solid. Skill gain from 1-50 is IMO relatively fast for most skills, and a skill at 50 is generally ‘good enough’. In relatively short order (10 hours?) you can be well on your way to establishing your preferred method of combat (melee/archery/magic), and in that time the average player should be comfortable with the controls, immediate environment, and basic concepts of the game. You certainly won’t be a master at anything, but your character should begin to establish an identity and purpose (being a part of a clan at this point will of course help in both regards, but motivated solo players should be fine).

In-game this means exploring and finding local mob spawns that are a good source of skill and loot gain, building up your bank, and learning the basics of crafting, PvE, and PvP (likely from getting attacked) combat. If you are part of a clan at this point you are likely still focusing more on PvE than PvP, with the major difference being that you are hunting mobs around your clan’s current location rather than a starter city, perhaps even in small groups. You can still join in on any PvP runs (with the knowledge that you will likely be going up against superior enemies and 1v1 situations will result in death, so just play your part and help out rather then trying to play the spearhead of any attack), and you will be included in major events such as sieges or large raids.

At some point later down the road (30-40 hours?), player motivation and gameplay should shift from discovery and growth to role execution. At this point your core skills should be around 75 or above, your secondary skills should be coming along, and you should have a solid understanding of most in-game mechanics and happenings. Your in-game time should be shifting away from focused skill gain to doing and reacting to what is happening around you (which is why a clan is key for all but the most self-motivated individuals), and through those actions your skills will continue to increase more ‘naturally’.

In-game this means you are now hunting mobs with a more focused goal (enchanting mats, gold for a specific skill/goal, rank 40+ weapons), and really working on your PvP skills, both group and solo. You should be able to hold your own in most combat situations (although power-gamers will still dominate you), and most importantly that initial rush and panic will be controlled.

The final ‘phase’ in a sandbox is true role pursuit and acceptance. Whether this means being a powerful economic force, a name to be fears on the battlefield, a regarded tactician, or simply a local area menace, you should have SOME purpose other than more gold/skills. Your character should be ‘done’ in most areas, with perhaps some secondary goals that serve more as a side project than a true need.

In-game this is where a sandbox shines, because the number of options and possibilities should be great, and the ability to change direction should be possible without a complete re-roll. This is also the stage of the game where upcoming additions and changes affect you most, and you should be heavily involved (directly or otherwise) in the ‘end-game’ of politics, city warfare, and empire building. The amount of content here should be nearly endless, as things such as alliances and military power change almost daily. Your allies today might be your enemy tomorrow and vice versa.

It’s this final phase that is both the major strength and current weakness of DarkFall. On the one hand, it deserves credit for having such a solid and functional end-game this early in its MMO life. That you want to and can siege a city without the server blowing up is more of an accomplishment then you might think, considering MMO history like SB (SB.exe), AoC (instanced city fails), WAR (the whole endgame), WoW (world PvP and Wintergrasp fails), Aion (fortresses). At the same time, clearly some issues exist, such as OP AoE magic, 6 hour sieges, ships and warhulk functionality, etc. And compared to other sandbox titles such as UO (pre-tram) and EVE, DarkFall is lacking the true depth those titles features in areas such as economic balance and possibility, non-combat influence/power, and RP/fluff possibilities (think player-made orc clans in UO).

The good news is that because of it’s solid base, developer time can and is being focused on adding and expending those areas rather than continually trying to get the core working, so while DarkFall might not be the game for you right now Mr. Exclusive Crafter Economy guy, it should/will be at some point ‘soon’, and when you do join up, you’ll have a lot of other options to entertain you as well.

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)


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